Discussion about this post

User's avatar
Alex White's avatar

Found this thanks to a link in April 2025 newsletter, so I’m late to this party.

The first zero luck combat resolution system I ever came across was in the marvellous little microgame by metagaming called Warpwar. All ships choose their posture (attack, defend, retreat) and their thrust (up to maximum drive on a ship). There is a matrix of postures, and a relative drive difference list that tells you whether there is a miss, a hit, a hit+ or an escape (if taking the retreat posture). It was a great mechanism as you attempted to second guess the capabilities of the opposing ship and what they were going to do with it!

(Oh yes, you could build missile tubes too, and missiles had their own thrust and drive settings!)

Allen Hall's avatar

As soon as you described this mechanism, I thought of Scythe (which I love). I like how you can move the odds in your favor by bringing more units to a battle, allowing you to use more battle cards and increase your possible maximum bid. I think the fact that battle is a fairly minor part of that game might explain your experience with it. I’ve played plenty of games where there are only one or two battles over a 2-hour game.

2 more comments...

No posts

Ready for more?